i'm attempting to compile a _slightly_ modified wxwidgets-SFML example, and it compiles, but the SFML canvas is invisible... I modified it to get the "quit" menu bar function working under OS X 10.5, but that's it. it was invisible before I modified it, as well, so that's not the issue.
main.cpp
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <iostream>
#include <vector>
#include <cstdlib>
#include <string>
#include <sstream>
#include <cstring>
#include <stdio.h>
#include <unistd.h>
#include <fstream>
#include "wx/wx.h"
#include "wxSFMLCanvas.hpp"
////////////////////////////////////////////////////////////
/// Custom SFML canvas
////////////////////////////////////////////////////////////
class MyCanvas : public wxSFMLCanvas
{
public :
////////////////////////////////////////////////////////////
/// Construct the canvas
///
////////////////////////////////////////////////////////////
MyCanvas(wxWindow* Parent, wxWindowID Id, const wxPoint& Position, const wxSize& Size, long Style = 0) :
wxSFMLCanvas(Parent, Id, Position, Size, Style)
{
// Load an image and assign it to our sprite
myImage.LoadFromFile("grid.png");
mySprite.SetImage(myImage);
}
private :
////////////////////////////////////////////////////////////
/// /see wxSFMLCanvas::OnUpdate
///
////////////////////////////////////////////////////////////
virtual void OnUpdate()
{
Clear(sf::Color(255, 0, 0));
}
////////////////////////////////////////////////////////////
/// Member data
////////////////////////////////////////////////////////////
sf::Image myImage; ///< Some image to load...
sf::Sprite mySprite; ///< Something to draw...
};
////////////////////////////////////////////////////////////
/// Our main window
////////////////////////////////////////////////////////////
class MyFrame : public wxFrame
{
public :
void MyFrame::OnMenuFileQuit(wxCommandEvent &event);
void OnMenuFileOpen(wxCommandEvent &event);
void OnMenuFileSave(wxCommandEvent &event);
////////////////////////////////////////////////////////////
/// Default constructor : setup the window
///
////////////////////////////////////////////////////////////
MyFrame() :
wxFrame(NULL, wxNewId(), wxString::FromAscii("Yeah!Edit"), wxDefaultPosition, wxSize(800, 600))
{
ThisIsExitID = 4269;
// Let's create our SFML view
// status bar
CreateStatusBar(3);
SetStatusText(wxT("Ready"), 0);;
// menu bar
m_pMenuBar = new wxMenuBar();
// File Menu
m_pFileMenu = new wxMenu();
m_pFileMenu->Append(wxID_OPEN, _T("&Open"), _T("Opens an existing file"));
m_pFileMenu->Append(wxID_SAVE, _T("&Save"), _T("Save the content"));
m_pFileMenu->AppendSeparator();
m_pFileMenu->Append(ThisIsExitID, _T("&Quit"), _T("Quit the application"));
m_pMenuBar->Append(m_pFileMenu, _T("&File"));
// About menu
m_pHelpMenu = new wxMenu();
m_pHelpMenu->Append(wxID_ABOUT, _T("&About"), _T("Shows information about the application"));
m_pMenuBar->Append(m_pHelpMenu, _T("&Help"));
SetMenuBar(m_pMenuBar);
new MyCanvas(this, wxID_ANY, wxPoint(50, 50), wxSize(700, 500));
}
protected:
DECLARE_EVENT_TABLE()
private :
wxTextCtrl *m_pTextCtrl;
wxMenuBar *m_pMenuBar;
wxMenu *m_pFileMenu;
wxMenu *m_pHelpMenu;
int ThisIsExitID;
};
// If you're doing an application by inheriting from wxApp
// be sure to change wxFrame to wxApp (or whatever component
// you've inherited your class from).
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(wxID_OPEN, MyFrame::OnMenuFileOpen)
EVT_MENU(wxID_SAVE, MyFrame::OnMenuFileSave)
EVT_MENU(4269, MyFrame::OnMenuFileQuit)
END_EVENT_TABLE()
void MyFrame::OnMenuFileOpen(wxCommandEvent &event)
{
// ...
}
void MyFrame::OnMenuFileSave(wxCommandEvent &event)
{
// ...
}
void MyFrame::OnMenuFileQuit(wxCommandEvent &event)
{
Close(false);
}
////////////////////////////////////////////////////////////
/// Our application class
////////////////////////////////////////////////////////////
class MyApplication : public wxApp
{
private :
////////////////////////////////////////////////////////////
/// Initialize the application
///
////////////////////////////////////////////////////////////
virtual bool OnInit()
{
// Create the main window
MyFrame* MainFrame = new MyFrame;
MainFrame->Show();
return true;
}
};
IMPLEMENT_APP(MyApplication);
wxSFMLCanvas.hpp
#ifndef WXSFMLCANVAS_HPP
#define WXSFMLCANVAS_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <wx/wx.h>
////////////////////////////////////////////////////////////
/// wxSFMLCanvas allows to run SFML in a wxWidgets control
////////////////////////////////////////////////////////////
class wxSFMLCanvas : public wxControl, public sf::RenderWindow
{
public :
////////////////////////////////////////////////////////////
/// Construct the wxSFMLCanvas
///
/// \param Parent : Parent of the control (NULL by default)
/// \param Id : Identifier of the control (-1 by default)
/// \param Position : Position of the control (wxDefaultPosition by default)
/// \param Size : Size of the control (wxDefaultSize by default)
/// \param Style : Style of the control (0 by default)
///
////////////////////////////////////////////////////////////
wxSFMLCanvas(wxWindow* Parent = NULL, wxWindowID Id = -1, const wxPoint& Position = wxDefaultPosition, const wxSize& Size = wxDefaultSize, long Style = 0);
////////////////////////////////////////////////////////////
/// Destructor
///
////////////////////////////////////////////////////////////
virtual ~wxSFMLCanvas();
private :
DECLARE_EVENT_TABLE()
////////////////////////////////////////////////////////////
/// Notification for the derived class that moment is good
/// for doing its update and drawing stuff
///
////////////////////////////////////////////////////////////
virtual void OnUpdate();
////////////////////////////////////////////////////////////
/// Called when the window is idle - we can refresh our
/// SFML window
///
////////////////////////////////////////////////////////////
void OnIdle(wxIdleEvent&);
////////////////////////////////////////////////////////////
/// Called when the window is repainted - we can display our
/// SFML window
///
////////////////////////////////////////////////////////////
void OnPaint(wxPaintEvent&);
////////////////////////////////////////////////////////////
/// Called when the window needs to draw its background
///
////////////////////////////////////////////////////////////
void OnEraseBackground(wxEraseEvent&);
};
#endif // WXSFMLCANVAS_HPP
wxSFMLCanvas.cpp
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include "wxSFMLCanvas.hpp"
// Platform-specific includes
#ifdef __WXGTK__
#include <gdk/gdkx.h>
#include <gtk/gtk.h>
#include <wx/gtk/win_gtk.h>
#endif
////////////////////////////////////////////////////////////
// Event table
////////////////////////////////////////////////////////////
BEGIN_EVENT_TABLE(wxSFMLCanvas, wxControl)
EVT_IDLE(wxSFMLCanvas::OnIdle)
EVT_PAINT(wxSFMLCanvas::OnPaint)
EVT_ERASE_BACKGROUND(wxSFMLCanvas::OnEraseBackground)
END_EVENT_TABLE()
////////////////////////////////////////////////////////////
/// Construct the wxSFMLCanvas
////////////////////////////////////////////////////////////
wxSFMLCanvas::wxSFMLCanvas(wxWindow* Parent, wxWindowID Id, const wxPoint& Position, const wxSize& Size, long Style) :
wxControl(Parent, Id, Position, Size, Style)
{
#ifdef __WXGTK__
// GTK implementation requires to go deeper to find the low-level X11 identifier of the widget
gtk_widget_realize(m_wxwindow);
gtk_widget_set_double_buffered(m_wxwindow, false);
GdkWindow* Win = GTK_PIZZA(m_wxwindow)->bin_window;
XFlush(GDK_WINDOW_XDISPLAY(Win));
sf::RenderWindow::Create(GDK_WINDOW_XWINDOW(Win));
#else
// Tested under Windows XP only (should work with X11 and other Windows versions - no idea about MacOS)
sf::RenderWindow::Create(GetHandle());
#endif
}
////////////////////////////////////////////////////////////
/// Destructor
////////////////////////////////////////////////////////////
wxSFMLCanvas::~wxSFMLCanvas()
{
// Nothing to do...
}
////////////////////////////////////////////////////////////
/// Notification for the derived class that moment is good
/// for doing its update and drawing stuff
////////////////////////////////////////////////////////////
void wxSFMLCanvas::OnUpdate()
{
// Nothing to do by default...
}
////////////////////////////////////////////////////////////
/// Called when the control is idle - we can refresh our
/// SFML window
////////////////////////////////////////////////////////////
void wxSFMLCanvas::OnIdle(wxIdleEvent&)
{
// Send a paint message when the control is idle, to ensure maximum framerate
Refresh();
}
////////////////////////////////////////////////////////////
/// Called when the control is repainted - we can display our
/// SFML window
////////////////////////////////////////////////////////////
void wxSFMLCanvas::OnPaint(wxPaintEvent&)
{
// Make sure the control is able to be repainted
wxPaintDC Dc(this);
// Let the derived class do its specific stuff
OnUpdate();
// Display on screen
Display();
}
////////////////////////////////////////////////////////////
/// Called when the control needs to draw its background
////////////////////////////////////////////////////////////
void wxSFMLCanvas::OnEraseBackground(wxEraseEvent&)
{
// Don't do anything. We intercept this event in order to prevent the
// parent class to draw the background before repainting the window,
// which would cause some flickering
}